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Orbital Bombardment Discussion

First post
Author
Nova Fox
Novafox Shipyards
#41 - 2012-03-26 19:12:20 UTC
Sirinda wrote:
Just add another nav point for each dustside mission currently available. The same thing was done with the PI command center launcher.

On another note, I don't really care as I won't buy a PS3 just to play one game. Scratch that, I won't buy any console, ever.


So does that include

Ipad
Iphone?
Smart Phones as well?
What about TVs?

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nova Fox
Novafox Shipyards
#42 - 2012-03-26 19:15:17 UTC
Sirinda wrote:
Just add another nav point for each dustside mission currently available. The same thing was done with the PI command center launcher.

On another note, I don't really care as I won't buy a PS3 just to play one game. Scratch that, I won't buy any console, ever.


and on the first note, this doesnt work Ive parked at a planet where it spun fast enough that one island guessing the size of austrailia was in and out of view in about 3 minutes.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Camios
Sebiestor Tribe
Minmatar Republic
#43 - 2012-03-26 19:16:17 UTC
As currently shown in the demo, orbital bombing (OB) looks really OP.

I think that it should never be possible to win against an opponent just by nuking him from orbit; OB should be just a rightfully important complement but not the main weapon used to win the DUST game.

on the "nerf it please" side:


  • There must be a spool up time proportional to the damage that will be done in the shot
  • an incoming orbital bombing should be visible by anyone on the battlefield, especially the commanders
  • There could be a module that increase the resistance to orbital bombing
  • It should be possible to deploy bunkers on the battlefield in order to protect infantry and vehicles from OB
  • in my opinion it is crucial to have skyfire batteries in the game at same the same time OB is released, so that mercenaries can fire back if they have them.


on the general note:


  • OB should be described by a "damage per m^2" ratio. High damage/m2 means high damage concentration and is more effective when pinpointed on specific targets.
  • High dmg/m2 OB shoud have long reload times (minutes).
  • Low dmg/m2 OB shoud be a bit faster to do
  • high dmg/m2 OB should be restricted to really limited areas
  • with low dmg/m2 OB it should be possible instead to do sort of a "carpet bombing"-style siege if you have enough ships


Skyfire batteries (SFB) should behave like orbital bombing
reversed, that is:

  • they should be just a rightfully important complement but not the main weapon used to win the space game.
  • High dmg SFB shoud have long reload times (minutes).
  • Low dmg SFB shoud be a bit faster
  • It should be possible to have low damage AOE skyfire batteries
  • with these I think that it should be possible to have AAA-like barrage fire in space.

DarthNefarius
Minmatar Heavy Industries
#44 - 2012-03-26 19:18:53 UTC
Seems to me Stealth Bomberz are well suited for Orbital Carpet bombing... will they be able to do this as well or will it just be BS & larger ships ableto rain downfires from the heavens? Will there be a special skill I have to train for to use my Pureifier?
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Roll Sizzle Beef
Space Mutiny
#45 - 2012-03-26 19:23:20 UTC
Camios wrote:
As currently shown in the demo, orbital bombing (OB) looks really OP.

I think that it should never be possible to win against an opponent just by nuking him from orbit; OB should be just a rightfully important complement but not the main weapon used to win the DUST game.


A: the cannon-fodder extras purposely clusterfucked and turtled the objective to show off how to beat a stalemate... or just a dumb team.

B. They Dev hacked the second strike so soon to show the crowd again.
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#46 - 2012-03-26 19:29:55 UTC  |  Edited by: Valeo Galaem
There could be an in space engagement zone for the purposes of Orbital Bombardment above each district. Since the planet rotates these would need to be detached from the solar system's physics simulation. To keep things simple a ship would have to first warp to the planet, then "enter orbit" which would move them to the engagement zone at a lower altitude. This would also allow blockades as groups could fortify the planet's warp in points. The normal warp in, customs office, orbital command center, etc could all be valid points for entering orbit.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

Lexmana
#47 - 2012-03-26 19:38:23 UTC
Assigning fighters and drones to friendly forces on the ground is a cool thing. It will give dustbunnies a positive view of their capsuleer overlords, and a sense of belonging, and may even make them prey not only for mercy from the bombardment but also for a miracle to happen
Riggs Droput
Brutor Tribe
Minmatar Republic
#48 - 2012-03-26 19:46:39 UTC  |  Edited by: Riggs Droput
I always though that a possible idea for dust players would be ship boarding, this could create another style of environment for dust players to play in. Instead of large outdoor areas have the ability for dust mercs to use a boarding shuttle to attach to larger ships.

In defense of this capitals like dreads would be given the option to have a dust clone vat where they can call for dust mite reinforcements to defend their ships from within.

Using boarding parties would be another way to defend against orbital bombardments.

example: Dusties realize that there is a dread orbiting the planet preparing for a bombardment. Dusties send up a 6 man boarding party to neutralize the threat from within. Once the boarding shuttle is launched it appears in on grid in EVE creating a target smaller ships can attack to prevent them from attaching to the dread. Once they attach to the dread there is a count down of 2-5 minutes (for the attacking party to cut through the hull) allowing the dread to call for Dust reinforcements from the pool available or from the defenders on the planet, offering them isk, at whatever he feels it is worth to him. Once the reinforcements choose to take the contract they are spawned on the dread (only if he has a dust clone vat module installed). Battle occurs in the corridors of the dread, again 6v6 or 8v8 smaller style matches.

If the Defenders destroy the attacking dusties shuttle (with a clove vat in it) they win the match. If the attackers reach the pod of the Dread pilot they are given the option to either Self destruct the ship or eject the pilot. (dusties cannot fly dreads so they would have to contact another pilot to take the dread).

With this option you could expand on it to all capitals and super caps creating another way to attack supers and titans in fleet battles. This would also open up another style of ship where players could have a dust carrier (name patent pending) where it has boarding party shuttles.

Riggs

I would rather die on my feet, than live on my knees

Fidelium Mortis
Minor Major Miners LLC
#49 - 2012-03-26 19:51:10 UTC
A few things I would like to see with Orbital Bombardment:

1. Bombardment seige module - 2-5 minute cooldown - don't make it ship specific but rather have a fairly high CPU requirement, so you could have some novelty fits with stacked Co-Processors or something.
2. Bombardment specific weapons and ammo - only operational in siege mode
3. Sub-optimal surface to air defenses that are optimized by Dust/EVE player cooperation - basically a reverse of the orbital bombardment mechanic.
4. ECM or ECCM deploy-able structures for Dust players that would jam the link for orbital bombardment

ICRS - Intergalactic Certified Rocket Surgeon

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#50 - 2012-03-26 20:01:29 UTC
if i am the one shooting the planet i want to see what i hit, maybe a video of the hits, also i want killmails for it.

different ammo should look different. it looks like scorch was used in the show, but would conflag look different,also would it have a different effect? or would all attacks do the same damage in the same radius

AkJon Ferguson
JC Ferguson and Son Ltd
Ferguson Alliance
#51 - 2012-03-26 20:04:01 UTC
I think Dust is going to bomb. The gameplay is already nothing special, add to that orbital bombardment where players of ANOTHER GAME are going to influence the results of the game you're playing and it will very quickly be populated only by EVE players.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#52 - 2012-03-26 20:09:49 UTC
I want the properties of the weapons I am using to have a visible effect on the bombardment FX.

So I can use a rainbow tachyon abaddon to nuke people.
okst666
Federal Navy Academy
Gallente Federation
#53 - 2012-03-26 20:19:57 UTC
I don't know if this has allready been pointed out, but all I saw was one battleship shooting at a marked location and this is all well and good, but will eveplayers be able to shoot a planet with whole fleets of like 20 Battleships at one time?

Are there any plans to destroy the structures too? That was not visible in the fanfest-video.

Will different Ammo also be visible in different kind of explosions on the groudn like on the ships in the future?

What would happen in Real World when 6 XL Antimatter Charges hit a city with ultra high velocity?

[X] < Nail here for new monitor

quickshot89
89th Logistics
#54 - 2012-03-26 20:25:38 UTC  |  Edited by: quickshot89
Roll Sizzle Beef wrote:
[quote=J3ssica Alba]
Gotta leave some candy for a Titan shot.


Fixed for you ;)

I think O-Bom should be restricted to BS or larger, unless Stealth bombers can launch bombs to the surface too.

Would quite like to see carpet bomb runs by fighter bombers

edit: Skill wise, maybe an accuracy skill, every skill level decreases radius of shot by 10%? that way low skilled attempts may end up hurting the wrong side
Khanh'rhh
Sparkle Motion.
#55 - 2012-03-26 20:29:23 UTC
I want the on-ground effects to look like god himself is mad at some ants running around, and is reaching down to squash them with helldeath.

It didn't look *quite* badass enough in the keynote Blink

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

quickshot89
89th Logistics
#56 - 2012-03-26 20:30:46 UTC
Just thought of another feature, and it would help give some love to under-used ships,

Let EW frigs help boost the effectiveness of the strike, by fitting something like a target painter but a planet version
Kinis Deren
Mosquito Squadron
D0GS OF WAR
#57 - 2012-03-26 20:37:41 UTC
Valeo Galaem wrote:
There could be an in space engagement zone for the purposes of Orbital Bombardment above each district. Since the planet rotates these would need to be detached from the solar system's physics simulation. To keep things simple a ship would have to first warp to the planet, then "enter orbit" which would move them to the engagement zone at a lower altitude. This would also allow blockades as groups could fortify the planet's warp in points. The normal warp in, customs office, orbital command center, etc could all be valid points for entering orbit.


I like that idea Smile

If the aggressors can issue a contract for an OB, I would hope that defenders could, in turn, issue a contract for Orbital Defence. This would be like a DGC of the complex like idea (if I'm interpreting it right) of Valeo's quoted post.
eliorra
24th Imperial Crusade
Amarr Empire
#58 - 2012-03-26 20:43:07 UTC  |  Edited by: eliorra
CCP Nullarbor wrote:

- There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. I'm sure people have a lot of interesting ideas on how to counter an orbital strike, so feel free to discuss those here too.




If there is low risk involved on the eve side, the power of the OB should follow and not be very effective.On contrary if we have a massive engagment on the eve side with large fleets, the OB should reflect that fact

To make it so.We can establish that an OB requires a huge amount of power ;creating a large disturbance on surrounding ships.
-If we are in the case where a fleet is not facing an opposing fleet, this disturbance would have very negative effects on all the fleet( maybe disrupting warp,reducing capacitor ...
-If we are in the other case,we could have the possibility to focus that disturbance on the enemy fleet, making the OB even more powerfull and deadly for our little rabits


We may also take into consideration that dust combats are relatively quick compared to the reactivity in eve.So launching an OB should take time and everyone arround have to know what is happening.Like sirenes and huge red alerts all arround the place .Maybe all cyno jammers should be turned off to give more reactivity to the defenders; or maybe not Smile
Fredfredbug4
The Scope
Gallente Federation
#59 - 2012-03-26 20:44:44 UTC
For something hurtling towards the planet at increasing speeds and gaining kinetic energy, the effects on the ground seem rather lack luster. They look just like an artillery strike from anyone of the 5000 FPS out there.

An orbital bombardment should look completely devastating, completely warping and damaging the landscape and all those caught in it's path.

As for everything else, things look solid. I feel the Orbital Bombardment is balanced. Logically the ground forces with the superior support fleet should have a better chance at winning. Making EVE interaction a non-deciding factor in a battle defeats the purpose of linking the games. Of course Dust Bunnies should have some planetary guns, missile batteries, or just shields to deal with the risk of a planetary bombardment.

Watch_ Fred Fred Frederation_ and stop [u]cryptozoologist[/u]! Fight against the brutal genocide of fictional creatures across New Eden! Is that a metaphor? Probably not, but the fru-fru- people will sure love it!

Roll Sizzle Beef
Space Mutiny
#60 - 2012-03-26 20:45:36 UTC  |  Edited by: Roll Sizzle Beef
quickshot89 wrote:
Just thought of another feature, and it would help give some love to under-used ships,

Let EW frigs help boost the effectiveness of the strike, by fitting something like a target painter but a planet version



Or scanning for bio sigs as as long as the module is in operation it gives a radar sweep of where current targets are to a more precise degree.
ex: Rather than motion sensor like typical fps. A dustbunny helm can use a tac overlay and see targets behind walls where the sensor sweep is.
EW frigs would have a smaller radius of scanning, like one building compared to a black-ops BS that can scan a whole facility at a time.

And they could make it so such modules can fail or produce false sigs via defensive shielding, like a thick military complex cant be scanned compared to a thinner industrial complex., or special circumstances like plasma/lava planets.

I know not killing something is a odd way of helping in EVE. Yet giving our team some passive map bonus to our invaders or home team would be nice.